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Mark Meyer | Parametric surfaces | torus
endif ?>size(550, 550) background(0) nofill() stroke(0.6, 0.6, 0.7, 0.35) strokewidth(0.5) translate(WIDTH/2, HEIGHT/2) # n defines how many vertices we find: the number will be n^2. # Large values of n can take a while to render! n = 50 # --- TORUS EQUATION -------------------------------------------------------- # Define parametric equations for each axis. # Although we define an z coordinate, # it is only used in transformations and shading; # it is not used in the drawing # (although it could be if you wanted to add perspective). r1 = 140 r2 = 50 def x(u, v): return (r1 + r2 * cos(v)) * cos(u) def y(u, v): return (r1 + r2 * cos(v)) * sin(u) def z(u, v): return r2 * sin(v) def fit_to_domain(u, v): u = 1.0 * u/n * pi*2 v = 1.0 * v/n * pi*2 return u, v from Numeric import * def matrix(u, v, index): u, v = fit_to_domain(u, v) return where(index==0, x(u, v), where(index==1, y(u,v), where(index==2, z(u,v), 1) ) ) # --- MATRIX ROTATION ------------------------------------------------------ def rotate_matrix(matrix, x, y, z): rot_x = array( ([1, 0, 0], [0, cos(x), -sin(x)], [0, sin(x), cos(x)] ), Float ) rot_y = array( ([cos(y), 0, sin(y)], [0, 1, 0], [-sin(y), 0, cos(y)] ), Float ) rot_z = array( ([cos(z), -sin(z), 0], [sin(z), cos(z), 0], [0, 0, 1] ), Float ) matrix = matrixmultiply(matrix, rot_x) matrix = matrixmultiply(matrix, rot_y) matrix = matrixmultiply(matrix, rot_z) return matrix # --- VECTOR NORMALIZATION ------------------------------------------------- def length(vector): return sqrt(vector[0]**2 + vector[1]**2 + vector[2]**2) def normalize_vector(face): """ Calculate the normal vector between -1 and 1 for a flat surface """ norm = cross_product((face[0,0] - face[1,1]), (face[1,0] - face[0,1])) return norm / length(norm) # --- ORTHOGRAPHIC PROJECTION ---------------------------------------------- def project(rows): """ Go through the array and draw rectangles. There is probably a more efficent way to do this. """ for i in range(len(rows) -1): for j in range(len(rows[i])-1): face = rows[i:i+2, j:j+2] normal = normalize_vector(face) light_angle = (dot(normal, light)) if (light_angle < 0): light_angle = 0 fill( light_angle + 0.02, light_angle + 0.04, light_angle + 0.08, 1.0 ) # Draw only forward facing facets. if (dot(view, normal) > 0): beginpath( face[0, 0, 0], face[0, 0, 1] ) lineto( face[1, 0, 0], face[1, 0, 1] ) lineto( face[1, 1, 0], face[1, 1, 1] ) lineto( face[0, 1, 0], face[0, 1, 1] ) path = endpath() # Save z with path for later z sorting. path.z = face[1,0,2] # --- ROTATION SLIDERS ----------------------------------------------------- var("rot_x", NUMBER, 1.00, -pi, pi) var("rot_y", NUMBER, pi/4, -pi, pi) var("rot_z", NUMBER, -e, -pi, pi) # --- LIGHTING SLIDERS ----------------------------------------------------- var("light_x", NUMBER, 0.50, -1.0, 1.0) var("light_y", NUMBER, -0.60, -1.0, 1.0) var("light_z", NUMBER, -0.25, -1.0, 1.0) light = array([light_x, light_y, light_z], Float) # --- FACET CULLING -------------------------------------------------------- # Draw only forward facing facets. view = array([0, 0, 1], Float) sphere = fromfunction(matrix, (n+1, n+1, 3)) sphere = rotate_matrix(sphere, rot_x, rot_y, rot_z) project(sphere) # z-sort to avoid problems with overlapping surfaces: sorted_grobs = list(canvas) sorted_grobs.sort(lambda p1, p2: cmp(p1.z, p2.z)) canvas._grobs = sorted_grobsinclude("util/comment.php"); ?>